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I don’t know how to read shieldstun multipliers. All of my attempts of finding memory adresses with debug-Dolphin have been unsuccessful so far, unfortunately.@ Kadano , if you are 50% between hard press shield and full light shield, what is the multiplier on shieldstun?
Also, with a 50% shield press and Shield ASDI away, will Fox/Falco's nair shine push you at a great enough distance to avoid a shine>grab?
I was also wondering something else. I watched your melee mechanics video (Specifically the teching and DI one), and I saw that when you tech a hit on the ground like fox's down smash, if you input an attack the frame you come out of the tech animation, it will cancel your knockback. Can you input a buffered spotdodge instead?Relatively speaking, everything can be a lot.
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7 frames is the default amount of hitlag for a 13 damage hitbox. Every attack that either deals 14+ damage or is electrical and deals 9+ damage does more hitlag.
Even with perfect execution (very hard), you are vulnerable for two frames.So the other day I was practicing ledge hop aerials with falcon (I know its the marth boards but I don't know where else to ask this), I was only half paying attention, and I accidentally edge-cancelled knee and then grabbed ledge again... Could you do this frame perfect and be completely invincible? What other characters do you think you could get significant invincibility from this?
It‘s at the end of post #2 of this thread. It’s a photograph of a drawing, though, so it’s not all that fancy-looking. Unfortunately I never came across a good and easy plotting program for linear functions, so recently I did that with GIMP:@ Kadano would it be possible for you to make a graph showing the knockback from Dair vs Upair? I seem to remember there being a graph showing the knockback growths for marth's moves, but I can't seem to find it.
http://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-11#post-14629865Does using a DJ reduce your horizontal momentum?
That’s like asking whether dashing reduces your horizontal momentum. The second jump introduces a movement component / vector that may work against, but also together with the KB comp, depending on your control stick position.Does using a DJ reduce your horizontal momentum?
So it's possible if I'm trying to transverse the air the fastest I can go to get to opposite side of the stage: DJ could slightly boost me there faster?That’s like asking whether dashing reduces your horizontal momentum. The second jump introduces a movement component / vector that may work against, but also together with the KB comp, depending on your control stick position.
Assuming that you don't have a maximum horizontal air speed velocity while not in knockback , then yes, you would arrive at the opposite side faster. But thats just the horizontal component. You're still adding a vertical momentum component as well, so, if you want to be on the ground when you get to the other side, it might not be faster (character dependent). Anyway this is all assuming you don't have a maximum horizontal air speed velocity, which I'm pretty sure you do.So it's possible if I'm trying to transverse the air the fastest I can go to get to opposite side of the stage: DJ could slightly boost me there faster?
I answered that question a year ago or even earlier. Probably in this thread. I’ll edit the post in if I find it.Which nair is "safer" in terms of punish window (between when the hit box in front of you goes away, you land, and you are actionable)?
a SH non-fast-falled nair that auto cancels by itself
or a SH fast fall nair with the second frontward swing being low to the ground and is L canceled
sorry i should have clarified, i already read that post. seeing as you can only get an SDI input every two frames, what would the best motion be for triggering maximum SSDI? if i wanted to go to the right, would i wanna roll the stick between 45 and 315 degrees repeatedly? do i need a bigger range?See post #1 → index → shield smash DI.
Hmm, just in that post, I explained that rolling (90° alternation) does not work:sorry i should have clarified, i already read that post. seeing as you can only get an SDI input every two frames, what would the best motion be for triggering maximum SSDI? if i wanted to go to the right, would i wanna roll the stick between 45 and 315 degrees repeatedly? do i need a bigger range?
I believe there was a Magus post about this, but the images were broken unfortunately.Hey Kadano, do you have any posts about catching Peach's turnips?
xeylode posted some imagesI believe there was a Magus post about this, but the images were broken unfortunately.
So standing still gives a far more optimal grab box than running
You're seeing things.Am I seeing things or does Samus become White Marth here in the Magnifier? https://www.youtube.com/watch?v=wyoPeoMRBE8#t=258
lol it's cool@ Tee ay eye I‘m sorry that I rarely ever answer your questions. It‘s just that the questions you ask tend to be exclusively ones that require a lot (hours) of testing and I’m currently not willing to do that.
Yes, that’s one of the fastest. The only thing holding it back is that Marth’s tilt turn (which you get by hold-buffering the turn) takes 7 frames until your orientation has properly been reversed. During these frames, you will decelerate from the wavedash speed. Only slightly, due to Marth’s low traction, but still.What would be Marth 's fastest way to grab ledge? I think run - > wavedash - > hold stick away to buffer turn around - > momentum carries marth to ledge is fastest.
Dancing blade limits your falling speed below your terminal velocity while keeping your air speed. Thus, you want to use it as often as possible so that you spend the least amount of time in Fall (where you’d accelerate to your terminal velocity). See index → recovering → “how does side-B […]” if you haven’t yet.What would be the best way to use dancing blade in the air for the most horizontal distance (like the best timing for each use )
Is it possible to smash turn without dashing behind? Or do you mean smash turn on the frame before you slide offstage?It’s probably 1 or 2 frames faster to do run → wavedash → smash turn (1 frame before sliding off) or run → wavedash → smash turn → wavedash back.
You only dash if you keep your control stick within the smash zone (strong input) for at least another frame. Doing so would prevent you from sliding off, thus it’s absolutely necessary to let go of the control stick after one frame.Is it possible to smash turn without dashing behind? Or do you mean smash turn on the frame before you slide offstage?
Index (post #1) → Mechanics → ECB explanation, platform cancel.It looks like I get pushed off by Sheik then upair and land back on the platform some how
Thanks for any insight